/*
 * Copyright (C) 2005-2011 MaNGOS <http://www.getmangos.com/>
 *
 * Copyright (C) 2008-2011 Trinity <http://www.trinitycore.org/>
 *
 * Copyright (C) 2010-2011 ProjectSkyfire <http://www.projectskyfire.org/>
 * 
 * Copyright (C) 2011 ArkCORE <http://www.arkania.net/>
 *
 * This program is free software; you can redistribute it and/or modify
 * it under the terms of the GNU General Public License as published by
 * the Free Software Foundation; either version 2 of the License, or
 * (at your option) any later version.
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program; if not, write to the Free Software
 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
 */

#ifndef ARKCORE_PASSIVEAI_H
#define ARKCORE_PASSIVEAI_H

#include "CreatureAI.h"
//#include "CreatureAIImpl.h"

class PassiveAI: public CreatureAI {
public:
	explicit PassiveAI(Creature *c);

	void MoveInLineOfSight(Unit *) {
	}
	void AttackStart(Unit *) {
	}
	void UpdateAI(const uint32);

	static int Permissible(const Creature *) {
		return PERMIT_BASE_IDLE;
	}
};

class PossessedAI: public CreatureAI {
public:
	explicit PossessedAI(Creature *c);

	void MoveInLineOfSight(Unit *) {
	}
	void AttackStart(Unit *target);
	void UpdateAI(const uint32);
	void EnterEvadeMode() {
	}

	void JustDied(Unit*);
	void KilledUnit(Unit* victim);

	static int Permissible(const Creature *) {
		return PERMIT_BASE_IDLE;
	}
};

class NullCreatureAI: public CreatureAI {
public:
	explicit NullCreatureAI(Creature *c);

	void MoveInLineOfSight(Unit *) {
	}
	void AttackStart(Unit *) {
	}
	void UpdateAI(const uint32) {
	}
	void EnterEvadeMode() {
	}
	void OnCharmed(bool /*apply*/) {
	}

	static int Permissible(const Creature *) {
		return PERMIT_BASE_IDLE;
	}
};

class CritterAI: public PassiveAI {
public:
	explicit CritterAI(Creature *c) :
			PassiveAI(c) {
	}

	void DamageTaken(Unit *done_by, uint32 & /*damage*/);
	void EnterEvadeMode();
};

class TriggerAI: public NullCreatureAI {
public:
	explicit TriggerAI(Creature *c) :
			NullCreatureAI(c) {
	}
	void IsSummonedBy(Unit *summoner);
};

#endif
